Game server and scenario control program

ABSTRACT

In a game server wherein a player can play a game online by operating a game terminal, and game program has two or more partial scenarios and the partial scenario has an event to be played by forming a party through two or more players, a unifier that unifies and controls scenario proceeding of the player as a challenger, a controller that controls to prohibit the unified player from executing another events, a processor that does a procedure corresponding to clearing on the player as the challenger to whom clearing of the event was judged, and a releaser that releases unification of the player classified into the challenger are provided.

CROSS REFERENCE TO RELATED APPLICATION

The present disclosure relates to subject matter contained in Japanesepatent application No. 2010-268903 filed on Dec. 2, 2010, the disclosureof which is expressly incorporated herein by reference in its entirety.

TECHNICAL FIELD

This invention relates to a game server through which many playersconnected via a communication line can enjoy a game online and playercontrol program proper for use in the device (gamer server computer).

BACKGROUND ART

Recently, so-called MMORPG (Massively Multiplayer Online Role-PlayingGame) for enjoying a role-playing game in a virtual space set in a gameserver with which many players are connected through a communicationline is now widespread.

In such a recent RPG (role-playing game), following structure isproposed. That is, two or more game apparatuses are connected and at thetime of a specific event, a battle with boss, for example, in a scenariothat some player is executing, players of another apparatuses areinvited to participate and the event is executed by a cooperation of twoor more players (Patent related document 1 shown below, for example).

PRIOR ART

[Patent related document 1]: Japanese patent application publication No.2010-82310

Such an inclination also appears in MMORPG, and in a battle with bosswhere a strong enemy is an opponent, the players who are acquainted witheach other in a game space constructed in a virtual space in the gameserver execute a scenario (event) of the battle with boss in cooperationwith another players by forming a party.

Problems to be Solved by Invention

In a conventional MMORPG, proceeding of a scenario is controlled suchthat an operation character to be operated by a player can freely act ina virtual space of a game server with no hindrance by another players,extremely improving a degree of freedom in the individual player's act.Therefore, even in an event, such as a battle with boss to be played incooperation with another players, its clear flag (that is an evidence ofclearing (finishing) of the battle with boss) is given to only oneperson of two or more players who participated in the battle with boss(for example, only operation character to be operated by the player whohas a leader flag that is determined among the players participating inthe battle with boss in advance).

In such a control, it is necessary to repeatedly execute the event manytimes changing the leader in order to obtain the flag of clearing theevent for all payers who participated in the battle with boss (event),and the time is vain and funs of the game are widely damaged thereby.

An object of the invention is to provide a game server and scenariocontrol program wherein the players having participation qualificationcan obtain an equal outcome in one-time play at the time of execution ofan event for which the cooperation play through two or more players isnecessary in an online game, such as a MMORPG, maintaining the degree offreedom of the individual player.

Means for Solving Problems

A first aspect of the invention is a game server connected with manygame terminals (1A, 1B, 1C, . . . ) through a communication line (2),through an operation of said game terminal by each player, said playercan play a game online according to a predetermined game program of saidgame server (3) by operating his (her) own operation character in avirtual space in said game server (3), said game program having a gamescenario which is comprised of two or more partial scenarios therein,said partial scenarios being controlled to be executed in predeterminedorders, at least one partial scenario of said partial scenarios havingan event to be played by forming a party through two or more players;said game server comprising:

a category classifier (9) that classifies said players comprising saidparty into challengers (SR, R) who have not yet cleared said event andobservers (CA) who have already cleared said event by referring toplayer information regarding said players stored in a memory;

a unification processor (9) that unifies scenario proceedings of saidplayers who were classified into said challengers and controls saidscenario proceedings regarding these players as a unit;

an event execution controller (9) that controls to prohibit said playerclassified into the challenger from executing events excluding ones tobe cleared as said challenger;

a clear judger (9) that judges whether or not said player classifiedinto said challenger has cleared said event to be cleared as saidchallenger;

a clear event processor (9) that does a procedure corresponding toclearing of the event on said player classified into said challenger towhom clearing of the event has been judged through said clear judger;

a player information updater (9) that updates said player information ofsaid player classified into the challenger who has cleared said eventinto contents when clearing said event; and

a unification releaser (9) that releases said unification of said playerclassified into the challenger.

A second aspect of the invention is the game server, wherein at leastone partial scenario in which said event is set has two or more subscenarios (C1 through C10) to be executed by said player at an optionalpoint of time in optional orders in the partial scenario, and said eventis set in said sub scenario.

A third aspect of the invention is the game server, further comprising anotice receiver (9, 12) that receives a party formation notice from saidtwo or more players, wherein said category classifier classifies anddetermines said players to whom said party formation notice wasoutputted.

Effects of Invention

The unification processor (9) unifies scenario proceedings of theplayers classified into the challengers and controls the scenarioproceedings of these players as a unit. After clearing the event, theclear event processor (9) does a procedure corresponding to clearing ofthe event on the player as the challenger who was judged to have clearedthe event. By doing so, the scenarios of all players as the challengersproceed as a unit and the procedures corresponding to clearing of theevent are done as a unit. As the result, when executing the event forwhich cooperation play by two or more players is necessary, theparticipant players can equally obtain the result by one-time play atthe time of the cooperation play, maintaining degree of free of eachplayer.

The number in parentheses shows the corresponding element in thedrawings for the sake of convenience, accordingly, the descriptions arenot restricted and bound by the descriptions on the drawings.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is a control block diagram showing game terminals and a gameserver to which the invention is applied.

FIG. 2 is a view that shows an example of a structure of a game scenarioto be provided through the game server.

FIG. 3 is a typical view that shows an example of a party member table.

FIG. 4 is a flowchart that shows an example of cooperation playprocessing program during game program.

PREFERRED EMBODIMENT

An embodiment of the invention is now explained, referring to appendeddrawings.

FIG. 1 shows two or more game terminals 1A, 1B, 1C . . . (Actually,extremely many game terminals 1 exist although the figure exemplarilyshows only three game terminals 1) and a game server 3 connected withthe game terminals 1A, 1B, 1C via a public communication line 2, such asthe Internet and a public telephone net. Each of the game terminals 1A,1B, 1C . . . has a main body 1 a building a computer therein and acontroller 1 b as an input device is connected with the main body 1 a.

The game server 3 as the game server computer has a main controller 5,and a communication controller 7 connected with the public communicationline 2, a game proceeding controller 8, a scenario proceeding controller9, a program memory 10 for storing game program of MMORPG, a scenariocontrol memory 11 and a player controller 12 are connected with the maincontroller 5 via a bus line 6. FIG. 1 exemplarily shows only portionspertinent to the invention, but does not show the whole structure of anactual game server 3.

The game server 3 as shown in FIG. 1 executes functions shown inrespective blocks as shown in FIG. 1 in such a manner that a computerreads and executes game program stored in a memory, such as the programmemory 10 and the other well-known control program so that a CPU or amemory (not shown) time-dividedly operates by multitask. But, it is alsopossible to structure the game server 3 by hardwares corresponding tothe respective blocks. Otherwise, it is also possible to control eachblock by a CPU or a MPU dispersedly provided in each block.

The game terminals 1 and the game server 3 have the above-mentionedstructures. In order to play an online game, such as a MMORPG forplayers, each player operates his (her) own game terminal 1 so as toconnect with the game server 3 through the public communication line 2,and executes the game in such a manner that the player operates to movean operation character that is set corresponding to each player in avirtual space formed in a memory in the game server 3 so that theoperation character take an action according to a predetermined scenariocontrolled by the game server 3. The game program executed by the gameserver 3 is stored in the program memory 10 in the game server 3, and domain controls in the online game by executing through the game server 3.In each game terminal 1, the game program for controlling the terminalfor executing a desired online game is stored in a predetermined memoryby connecting with the game server 3.

Game scenario SN set in the game program is comprised of a partialscenario “A”, a partial scenario “B”, a partial scenario “C”, a partialscenario “D”, a partial scenario “E”, and a partial scenario “F”, asshown in FIG. 2. Each player is controlled to execute the partialscenarios A, B, C, D, E and F in these orders through the gameproceeding controller 8. But, the partial scenario “C” has ten subscenarios C1 through C10 in parallel, and each player can execute thesub scenario at an optional point of time in an optional order in thepartial scenario C. The scenario proceeding controller 9 watches anexecution state of the sub scenario in the partial scenario “C” everyeach player and the player controller 12 controls the execution state ofsub scenario C1 through C10 of each player, that is, a clearing state inthe scenario control memory 11 every each player.

In each of the sub scenarios C1 to C10 of the partial scenario “C”, abattle with boss is lastly set as an event after a predeterminedscenario development. Unless each player beats a boss that is set in thesub scenario after participating in the battle with boss, clearing ofthe sub scenario is not judged. The scenario proceeding controller 9sets such an event, the battle with boss, as a cooperation play to bedone by cooperation through two or more players. In order to clear thesub scenario, it is necessary for each player to contact with theoperation character to be operated by another player in the virtualspace in the game server and to find a partner who will fight togetherin the battle with boss.

That is, the player who plays an online game in the virtual space of thegame server through the operation of each game terminal 1 gets theoperation character operated by his (her) own to freely move and act inthe virtual space so that the player can play the scenario fit for his(her) own favorites, and the game program generally controls that suchactions can be executed by the operation character to be operated byeach player alone. But, in the sub scenarios C1 to C10 comprising thepartial scenario “C”, the battle with boss (event) is set in each of thesub scenarios C1 to C10 and the scenario proceeding controller 9controls according to the game program that in the sub scenario Cx twoor more players should act cooperating with each other by forming aparty so as to execute and clear the battle with boss (event) (this isreferred to as only “execution of cooperation game”).

Then, each player contacts with the operation character operated byanother player in the virtual space in the game server through propermeans, and finds partners who will fight together in the battle withboss, that is, who will play the cooperation game in order to form aparty for participation in the battle with boss. If the partner who willfight together in the battle with boss is found and the party is formed,the player who participates in the party outputs a party formationnotice from each game terminal 1 to the game server 3 through the publiccommunication line 2. The party formation notice is received by thescenario proceeding controller 9 and the player controller 12 in thegame server that are receivers of such a notice and correspondingprocedures are done according to the game program.

Receiving this, the game program starts event execution procedures inthe cooperation play according to cooperation play processing programCTP that comprises a part of the game program. The cooperation playprocessing program CTP reads player information of members of the formedparty out of a memory (not shown) through the player controller 12 basedupon player ID of the members comprising the party shown in the partyformation notices that was transmitted from the respective gameterminals 1, as shown in FIG. 4. And, whether or not the members theparty that was formed this time have participation qualification for theparticipation in the battle with boss (event) to be executed from now onthat is stored in the party formation notice as attribution data isjudged. In order to execute the partial scenarios C1 through C10 and tofight in the battle with boss that is the event set for clearing, it isnecessary for all players comprising the party members to clear thepartial scenarios A and B. This is because in order to prevent a failureof the scenario proceeding of the whole game program, the gameproceeding controller 8 controls not to execute the partial scenario Cunless the player clears the partial scenarios A and B. Even if theplayer who has already cleared the partial scenario C and proceeded tothe partial scenario D or later, there may be a danger of failure of thescenario proceeding. Then, the execution of the partial scenario C bythe player is restricted by the game proceeding controller 8.

After judging the existence of the event participation qualification forall players (members) comprising the party in step S1, the programproceeds to Step S2 of the cooperation play processing program CTP andthe scenario proceeding controller 9 reads a state of event attainmentof each of the players comprising the party members shown in the partyformation notice out of a memory (not shown) so as to determine acategory of each player in the event that the party tries to executethis time. In the category of the player, the players are classifiedinto the players who have not yet cleared the event to be executed bythe party this time and the players who have already cleared such anevent, and the player who have not yet cleared is classified into acategory of challenger PC1 and the player who have already cleared isclassified into a category of observer PC2.

Subsequently, the cooperation play processing program CTP proceeds toStep S3, and the scenario proceeding controller 9 processes so as toprepare a party member table PMT in the scenario control memory 11. Asalready mentioned above, it is possible to easily read the state ofevent attainment of each player since a memory (not shown) in the gameserver 3 stores the states of attainment (clearing) of the respectivepartial scenarios (events) A to F and the states of attainment(clearing) of the respective sub scenarios (events) C1 to C10 of thepartial scenario C for all players accessible to the game server 3 asplayer information together with the player ID.

That is, the scenario proceeding controller 9 prepares the party membertable PMT in the scenario control memory 11 as shown in FIG. 3, and theparty member table PMT stores sub scenario name SUN of the event thatwill be executed from now on by the party shown in the party formationnotice, the player ID 14 of the player comprising the party, and thechallenger PC1 and the observer PC2 as the categories of the players.The challenger PC1 is further classified into “R” that shows a leaderand “SR” that shows a sub leader, and the observer PC2 is shown as “CA”and “CA” is stored. The leader and sub leader that are categories of thechallenger PC1 show the players who have not yet cleared the subscenario event that the party will execute from now on, and the observerPC2 is the player who has already cleared the sub scenario event (but,has not yet proceed to the partial scenario D or later. The players thatcomprise the party members can determine the leader and the sub leaderupon deliberation and the leader and the sub leader are shown as theattribution data of the party formation notice transmitted from eachgame terminal 1 to the game server 3. And, the scenario proceedingcontroller 9 judges whether the player is the challenger or the observerby referring to the above-mentioned player information.

After thus preparing the party member table PMT, the scenario proceedingcontroller 9 does a procedure for unifying the scenario proceeding inconnection with the challengers in Step S4 of the cooperation playprocessing program CTP for the players that are classified into thecategories of the leader and the sub leader of the party member tablePMT, that is, for the players who are regarded as the challengers. Thescenario proceeding controller 9 controls the players whose scenarioproceeding has been unified in such a manner that the respective playerscomprising the unit take actions as a unit and the action outcome can beequally distributed to the leader and the sub leader comprising the unituntil the unification is released.

Concretely speaking, the scenario proceeding controller 9 controls suchthat the event of the sub scenario Cx (x=one of 1 to 10) to be executedfrom now on that has notified the game server 3 by the player who is thechallenger (the operation character) through the party formation notice,that is, the event of the sub scenario Cx to be cleared as thechallenger is fixedly set as the scenario (event) to be executed by thechallenger and the executions of the other sub scenarios (events) andthe partial scenarios D through F after the partial scenario C areprohibited to be executed. No unification of the scenarios is done andno action control in connection with the scenario proceeding is done forthe player who was classified into the category of “observer” who hasalready cleared the sub scenario Cx, for example, for the player whoseID is “90438” in FIG. 3.

The players who thus formed the party (referred to as “party player”)enter Step S5 of FIG. 4, and start to execute the sub scenario shown inthe formation notice, for example, the sub scenario C6 and fight in thebattle with boss set in the sub scenario C6.

The scenario proceeding controller 9 judges whether the party playercleared the sub scenario C6 or not in Step S6 of the cooperation playprocessing program CTP. If the clearing of the sub scenario C6 wasjudged, the program proceeds to Step S7, and a clear flag of the subscenario C6 is given to all players who have been classified into thechallengers of the party players as a lump. On this occasion, the clearflag is not given to the players who have classified into the observerssince such players have already cleared the sub scenario C6 (on control,such a procedure is optional, the procedure that no clear flag is givento the players who have classified into the observers or the procedurethat the clear flag is given to all, but the clear flag is not finallygiven to the player who has already cleared the sub scenario C6 since itmeans overwrite of the clear flag). At this time, distribution of anexperience value due to the clearing of the sub scenario C6 is equallydone to all party players, and there is no difference between thechallenger and the observer.

After giving the clear flag to the leader ad the sub leader that are thechallengers, the scenario proceeding controller 9 enters Step S8 of thecooperation play processing program CTP, and the player informationstored in the memory (not shown) in the game server 3 is updated for theplayers of the challengers, and the clear flag showing the clearing ofthe sub scenario C6 by such players is written in the memory. By doingso, one-time execution of the sub scenario C6 by the leader and the subleader who were unified challengers means all persons comprising theunit have cleared the sub scenario C6. The player information of theplayer as the observer is not changed after update since the player isconsidered to have cleared the sub scenario C6.

Subsequently, the scenario proceeding controller 9 enters Step S9 anddoes the procedure of releasing the unification in the scenarioproceeding unified in Step S4. This is done by deleting party membertable PMT in connection with the party members that have been preparedin the scenario control memory 11. With such a procedure, theunification of the leader and the sub leader who are the challengers isreleased and the limitation of the scenario proceeding is released foreach player who has been the challenger, so that the scenario proceedingcontroller 9 controls each player can execute the optional sub scenarioCx and the partial scenarios D through F which have not yet beenexecuted. No procedure is done for the player who has been “theobserver” since no limitation on execution of the scenario is originallygiven to such a person.

Receiving this, the scenario proceeding controller 9 returns thescenario proceeding of each player who was the party member to a normalscenario proceeding. By doing so, each player who was the party membercan take actions alone freely in the virtual space in the game server 3and execute the optional partial scenarios C through F by operating his(her) own operation character through each game terminal 1.

In the above-mentioned embodiment, the leader and sub leader comprisingthe challengers are determined among the players comprising the partymembers upon deliberation, but the scenario proceeding controller 9 ofthe game server 3 can automatically determine the leader and the subleader by referring to the state of clearing of the sub scenario of eachplayer through the player information in the memory (not shown) with nodeliberation between the players.

Besides, the partial scenario to be done through the party formed by twoor more players in cooperation with these players is not always thepartial scenario having the sub scenarios, but the cooperation play maybe done when executing the partial scenario on which no sub scenario isset.

The invention claimed is:
 1. A game server connected with two or more game terminals through a communication line, through an operation of one of said game terminals, a player can play a game online according to a predetermined game program by operating his (her) own operation character in a virtual space in said game server, said game program having a game scenario which is comprised of two or more partial scenarios therein, at least one of said partial scenarios having an event to be played by a party of two or more players, wherein said partial scenario having said event has two or more sub scenarios to be executed by said players at an optional point of time in optional order in the partial scenario, and said event is set in said sub scenario; said game server comprising: a scenario proceeding controller that reads a state of event attainment of each of the two or more players in the party and classifying each player as a challenger when the player has not yet cleared said event or as an observer if the player has already cleared said event, wherein said scenario proceeding controller prohibits any of the challengers from executing other partial scenarios without having cleared said event; an event execution controller that prohibits said challengers from executing other events without clearing said event; a clear judger that, upon clearing said event by the party, judges whether or not each of the challengers have cleared said event; a clear event processor that does a procedure corresponding to clearing of said event on all said challengers to whom clearing of said event has been judged through said clear judger; a player information updater that updates said player information of all said challengers who have cleared said event as having cleared said event while not updating the player information for said observers; and a control releaser through which said respective players to whom clearing of said event has been judged can execute the other events prohibited by said event execution controller.
 2. A non-transitory computer readable medium storing scenario control program in a game server computer connected with two or more game terminals through a communication line, through an operation of one of said game terminals, a player can play a game online according to a predetermined game program by operating his (her) own operation character in a virtual space in said game server, said game program having a game scenario which is comprised of two or more partial scenarios therein, at least one of said partial scenarios having an event to be played by a party of two or more players; said scenario control program for getting said game server computer to function as the following: a scenario proceeding controller that reads a state of event attainment of each of the two or more players in the party and classifying each player as a challenger when the player has not vet cleared said event or as an observer if the player has already cleared said event, wherein said scenario proceeding controller prohibits any of the challengers from executing other partial scenarios without having cleared said event; an event execution controller that prohibits said challengers from executing other events without clearing said events; a clear judger that, upon clearing said event by the party, judges whether or not each of the challengers have cleared said event; a clear event processor that does a procedure corresponding to clearing of said event on all said challengers to whom clearing of said event has been judged through said clear judger; a player information updater that updates said player information of all said challengers who have cleared said event as having cleared said event while not updating the player information for said observers; and a control releaser through which said respective players to whom clearing of said event has been judged can execute the other events prohibited by said event execution controller.
 3. The game server according to claim 1, further comprising a game proceeding controller that controls to execute said two or more partial scenarios in predetermined orders through said player.
 4. The game server according to claim 3, further comprising a participation qualification judger that controls the player who has cleared said event to be played, forming a party and advances for the partial scenario after said event among said two or more players forming said party not to participate in the event to be played, forming a party.
 5. The game server according to claim 1, further comprising a unification processor that unifies scenario proceedings of said players who have not yet cleared said event and controls the scenario proceedings of these players as a unit, and a unification releaser that releases the unification of said unified players after clearing said event, whereby said event execution controller prohibits the unified players from executing said other events.
 6. The non-transitory computer readable medium storing the scenario control program according to claim 2, wherein said game server computer functions as a notice receiver that receives a party formation notice from said two or more players, and as a category classifier that classifies said players into the challengers and the observers.
 7. The non-transitory computer readable medium storing the scenario control program according to claim 2, wherein said game server computer functions as a game proceeding controller that controls to execute said two or more partial scenarios in predetermined orders through said player.
 8. The non-transitory computer readable medium storing the scenario control program according to claim 7, wherein said game server computer functions as a participation qualification judger that controls the player who has cleared said event to be played, forming a party and advances for the partial scenario after said event among said two or more players forming said party not to participate in the event to be played, forming a party.
 9. The non-transitory computer readable medium storing the scenario control program according to claim 2, wherein said game server computer functions as a category classifier that classifies said players forming a party into the players who have not yet cleared said event and the players who have already cleared said event.
 10. The non-transitory computer readable medium storing the scenario control program according to claim 2, wherein said game server computer functions as a unification processor that unifies scenario proceedings of said players who have not yet cleared said event and controls the scenario proceedings of these players as a unit, and a unification releaser that releases the unification of said unified players after clearing said event, whereby said event execution controller functions so as to prohibit the unified players from executing said other events.
 11. The game server of claim 1, further comprising a scenario control memory and the scenario proceeding controller prepares a party member table stored in the scenario control memory, wherein the party member table stores sub scenario name of the event that will be executed by the party, identification of the two or more players that form the party, and the challenger and observer categories of the two or more players. 